#version 330 core

layout (location = 0) out vec4 color;

in VERTEX {
    vec3 normal;
    vec4 color;
} vertex;

void main() {
    color = vertex.color * (0.1 + abs(vertex.normal.z)) + vec4(0.8, 0.9, 0.7, 1.0) * pow(abs(vertex.normal.z), 40);
}

